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| | #1 (permalink) |
| HULK SMASH Join Date: Oct 2002 Location: Saturn
Posts: 232
| Some pointers on shifting gears A little background: I work professionally as a lead developer for a web based company. I have a great deal of practical experience in programming for the web (mostly LAMP / JavaScript) but more than just some simple dynamic web pages. I manage several large scale web applications. My point is that I am familiar with software development in a real world environment as it relates to the web. My question isn't about XNA or C# or anything, it's about REAL software development. For some reason I've never felt like programming on a web platform was "real" programming, and also for as much practical experience I have, I have ziltch classroom education about real software development. So what CAN I take from my real world experience and apply to game / software development? It seems like a whole separate world to me, but maybe it isn't. I'm mostly concerned about the major pitfalls that programming for the web wouldn't have prepared me for. |
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| | #2 (permalink) |
| Registered User Join Date: Dec 2002
Posts: 373
| I think one of the big things would be efficiency of the code you write. I know when I write web code, being efficient usually falls to the back burner as I focus on functionality. Flipping around to game development, you really have to think about the tiny little minute details that might effect efficiency. Is the order I declare shit in this class or struct going to effect how badly my heap and stack get fragmented? Are there any heuristics that I can use to speed up this algorithm. Stuff like that. When you're trying to squeeze every single extra FPS out of your code, the little things really start to matter. |
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| | #3 (permalink) | |
| Registered User Join Date: Feb 2006
Posts: 1,971
| Quote:
EDIT: Server-side web programming, that is. | |
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| | #6 (permalink) | |
| Registered User Join Date: Jun 2006
Posts: 9
+1 Internets | Quote:
If after profiling you think reorganizing your data could speed things up, that is when you worry about custom allocators for certain data structures. Trying to optimize too much ahead of time can cause you just as many problems as not thinking about it at all. There is a fine balance, but giving good thought to algorithms used (Big O notation actually comes into effect believe it or not!) and memory layout usually starts you out on the right foot. Of course, I work as a C++ developer on real-time systems and I have no clue about web development so I'm not able to comment on the differences. I just wanted to back up other comments made. | |
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| | #7 (permalink) | |
| Registered User Join Date: Jan 2003
Posts: 171
+3 Internets | Quote:
It depends a LOT on what you're actually doing. Some tasks are very straight forward, others can be extremely complicated. It's not the best measure, but the first application I worked on out of college was 8 million lines of code server + client. MySQL is about 850000 lines of code. EDIT: spelling/grammar | |
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| | #8 (permalink) |
| upper management material Join Date: Nov 2002 Location: Orlando, FL
Posts: 2,197
+17 Internets | Stating the obvious, but the best way (imho the only way) to learn is to just start coding a game and finish it. Coding is exactly like math: reading theorems give you the big picture, but if you never actually solve a math problem with the theorems, your understanding will remain superficial. Einstein probably solved 1000's of math problems just like Bjarne Stroustrup (inventor of C++) probably wrote 1000's of programs. Neither would have accomplished what they did by just reading about theory and never applying it. ![]() |
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| | #13 (permalink) | |
| Registered User Join Date: Feb 2006
Posts: 1,971
| Quote:
Gee, what a laugh riot! Who knew that all these words could mean things! | |
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| | #14 (permalink) |
| Conquest Join Date: Mar 2002 Location: Switzerland
Posts: 5,643
+25 Internets | You know you shifted gear when you start to find coder humor funny I guess.
__________________ -retrosabotage- |
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